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Turret damage: Difference between revisions

From EVE University Wiki
m Added two graphs, everybody likes graphs!
m Governing Equation: added an explanation on what x^a is for those who don't know, to make the math less scary
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This equation can look a bit intimidating at first, but it's central to the way turrets deal damage, and as such it's a good idea to understand it. It calculates each turret's chance to hit. Looking at the different variables in the equation, you can see that many of them are fixed or require certain modules to manipulate. In an unfitted ship the only variables that a pilot can control are range and transversal speed. All the other variables are determined by fitting in a certain way. Let's look a little closer at the equation and see what more we can learn.
This equation can look a bit intimidating at first. But it is central to the way turrets deal damage, because it calculates each turret's chance to hit its target, so we must study it to learn more about how to effectivly deal damage with turrets. In the rest of this article this equation will be poked, prodded and picked apart until all its secrets are belong to us. First of all: by looking at the different variables in the equation above, we can see that many of them are fixed or require certain modules to manipulate, e.g signature radius. In an unfitted ship, the only variables that a pilot have any control over are range to target and transversal speed. All the other variables can only be manipulated by fitting in a certain way or by activating certain fitted modules. Let's look a little closer at the equation and see what more we can learn.


To paraphrase Oli Geist, this equation can be abstracted to:
To paraphrase Oli Geist, this equation can be abstracted to:
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  Chance to hit = 0.5 ^ (tracking term + range term).
  Chance to hit = 0.5 ^ (tracking term + range term).


Those who know their math will recognize that x^(a+b) is the same as (x^a)*(x^b), so this can also be written as:
Those who know a bit of math will recognize that x^(a+b) is the same as (x^a)*(x^b), so this can also be written as:


  Chance to hit = 0.5^(tracking term) * 0.5^(range term)
  Chance to hit = 0.5 ^ (tracking term) * 0.5 ^ (range term)


From this we can see that tracking and range are calculated seperately and are then multiplied. So anything that effects range does not effect tracking. In other words, excellent tracking can not make up for a range problem, and vice versa.
From this we can see that tracking and range are calculated seperately and are then multiplied. So anything that effects range does not effect tracking. In other words, excellent tracking can not make up for a range problem, and vice versa.


==General==
==General==
Remember that anything to the 0th power = 1, so you'll always hit if (tracking+range) = 0. (1 is 100%.)
What does x^a mean? Just in case you are not familiar with this kind of math, lets take a look at some basics. This is nothing more than a convenient way of write 'x' times itself 'a' number of times, if x = 0.5 and a = 3 this will be 0.5*0.5*0.5, so 0.5 times itself 3 times. That is easy enough. Things become a little more abstract when 'a' has decimals or is lower than 1, e.g. 0.5^(0.3), how does one multiply 0.5 with itself 0.3 times? Luckily we don't need to worry about that, we can just run the numbers in a computer to get the answer.
Also remember that for any number 'x' < 1, the value of x^y approaches zero as y increases.  Since 0.5 is less than one, we'd like the value of (tracking + range) to be as low as possible for better hits.
 
A few special things with x^a is that when a = 0, the answer will be 1. In this case 1 corresponds to 100%, that is 100% hit chance. If 'a' is very high instead, like infinately big, the answer will approach 0, so 0% hit chance. In our case, this means that we want 'a' (the big scary thing on the upper right of 0.5 in the equation above) to be as small as possible since that means more hits.


==Range==
==Range==